Concept poster
Inspirations- DC's Gotham City (1941-Present), Amnesia series (2010-Present), Evil Dead (2013), Eternal Darkness (2002), Far Cry 3 (2012), Grand Theft Auto series (1997-2013), Haunting Ground (2005), L.A. Noire (2011), Perfect Blue (1997), Resident Evil series (1996-Present), Saw series (2004-Present), Silent Hill series (1999-2014), The Crow (1994), The Wolf Among Us (2013), Until Dawn (2015), Visage (2018)
Premise- What starts as just another evening working the streets becomes a descent into Hell as a young prostitute is pursued throughout her seedy, Gothic crime-ridden city by a tenacious faceless stalker. In no shape to fight back effectively due to her drug addiction, her best defense is her wits. Running & hiding, she must survive this shadowy killer long enough to hopefully find some escape and/or help. It's not always easy, however, for a hooker to know who to trust or be trusted by others. The stalker is very clever & unpredictable, often using knowledge of the woman's past (including troubled family history) to torture or manipulate her via a series of sick, elaborate mind games.
This figure claims to actually be doing what's best to help her, to "save" her. But why her, and what's the endgame? Additionally, her journey through the darkness is plagued by sporadic visual & auditory hallucinations from withdrawal that transform the city and at times people around her into nightmarish perversions. Which of these two will walk away from this cat & mouse to finally see the dawn of tomorrow? And, should this woman finally face her own demons, can she earn forgiveness or perhaps even redemption? That's up to you, as your choices shape how the night plays out.
Setting- Possibly somewhere between the 1980's-90's? It wouldn't be as far back as the 60's, but I'd prefer a time period that supports a noir atmosphere and doesn't have a lot of modern technology to create potential plot holes like "Why couldn't you use a cell phone, borrow someone's laptop, etc".
Genres- Psychological horror, survival-horror, stealth, crime-thriller, puzzle, choice-driven, noir
Working Titles (Suggestions Welcome)- Dark Trek, Dark Trek: Reflection
Gameplay- Played in 3rd person, you travel from location to location exploring while finding key items to solve narrative & environmental puzzles. Along the way, you will interact with NPC's, make choices, navigate hallucinations, sneak around various threats, and escape the stalker when he/she appears.
Customization- As you explore levels, you find various items to create your own unique image of the player-character (shoes, boots, gloves, shirts, jackets, coats, leggings, skirts, accessories, etc) which also affects the story. Ex- What you wear changes the stalker's figure and how he/she acts toward you.
Characters- I don't have exact names figured out yet, so we'll just identify the cast as the following:
Lady- The protagonist, a 20-something working woman with a dark past and deep trust issues who's struggled with alcohol & drug addiction but is contemplating leaving the business to enter rehab.
Stalker- The main antagonist. His/her face is always somehow obscured by darkness (regardless of how lighting changes, which is a narrative clue), and the voice is distorted like Tobin Bell's Jigsaw. Lady initially chalks these strange details up to side-effects from withdrawal. For the majority of the plot, you only see a tall silhouette in a long coat. He/she also gets more disfigured (chiefly in later nightmare levels), depending on your choices. This boogeyman never moves quicker than a fast jog, but is very strong and always seems to be two steps ahead of you even after you've outrun him/her.
Crystal- Another, more experienced prostitute of similar age who's worked with Lady for years, introduced her to their current pimp, and has contributed to her addiction. Unlike Lady, however, she comes from a far more privileged background with no history of abuse. Sometimes nicknamed "street sister", she's Lady's closest friend and the first person she's opened up to enough to trust since childhood. After having visited and left multiple rehab centers over time, she discourages Lady from it.
Donny- Lady & Crystal's pimp. A 40-something veteran of the streets, he pays their "salary" and applies occasional drugs as a reward for a successful night's work but has little patience for drama or mistakes. Lady pleads for Crystal to keep their talk of rehab quiet, as they know exactly how he'd react.
Buster- A mildly obese middle-aged divorcee who still wears his wedding ring, refusing to accept responsibility for how he ruined what was already a failing marriage through this weakness for prostitutes. He's one of the first customers to approach Lady the evening her stalker first appears.
Jerry- A quiet, but kind introvert who's never had much luck with relationships and cashiers at a convenience store across from the street where Lady often works. Against his better judgment and in spite of numerous warning signs regarding her disorderly life, he's had feelings for Lady since they first met when she entered the store and he caught her about to steal a drink but instead paid for it himself. Always supportive, to the point that he has yet to speak out against her occupation, he does occasionally drop subtle hints in his secret hope that she'll leave that world to get herself help one day.
Roger- An aged police officer who sometimes patrols the streets where Lady & Crystal work and has arrested both of them before at one time or another. Unfortunately, he could never get anything to stick and was forced to let them off with a warning. Though unapproving and fully willing to lock them up, he has seen many young, abused women die in this city and is sympathetic toward Lady at heart.
Judy- Lady's long estranged aunt, who took care of her on & off in childhood after one of her parents committed suicide (The choices you make in the story affect which parent fills this role).
Phoner- A creepy, but oddly familiar voice that acts independently from the stalker and speaks to Lady at points throughout her journey via calls from various sources at different unconnected locations (cell, phonebooth, old rotary, etc). Whether it's male or female depends on certain choices you make, but both versions share the same personality & dialogue options. This unidentifiable caller has borderline-omniscient knowledge about Lady's movements, choices, and even scarily accurate insight on her thoughts. Ranging from playful to mocking, condescending, apologetic, threatening, cryptic, or flat out not making sense (Your decisions also influence this), the almost schizophrenic sounding phoner's goals are never clear. Nonetheless, he/she can be an uneasy ally to help Lady stay alive.
Levels- Your journey takes you at least halfway across the city between dusk-dawn. This experience wears its Silent Hill influence on its sleeve as you explore a dark nightlife thick with eerie fog through varied environments (dilapidated streets, alleyways with occasional branching paths and/or clutter blocking the way, clubs, drug dens, rainy rooftops, abandoned apartments, an understaffed gas station, a scummy parking garage, a near-empty impoverished suburb, subway underground, etc).
Weather changes (rain, thunder & lightning, snow, etc) in a combination of random dynamic shifts during free-roaming + predetermined story moments. The Gothic architecture is colored & stylized similarly to the comic book aesthetic of Telltale's The Walking Dead or The Wolf Among Us, though not in the same style of animation. Both this and the soundtrack add to the noir tone. Taking inspiration from Akira Yamaoka, music ranges from tranquil to emotional, mysterious, disorienting or haunting.
Nightmare Levels- Just like Silent Hill, these episodes of physical/mental stress warp the world into a grotesque (in some cases, more grotesque) caricature. There is no warning sign like a siren, the sky darkening, or other cues. It often happens seemingly at random. Most of these twisted locales are generally characterized by blood, rust, disrepair, barbed wire, things that defy physics and/or logically just shouldn't be there. This includes corpses, childhood memories, and so much more. Some of these transformed levels don't return to normal until after you accomplish a goal like solving a puzzle.
Lady is in some ways more vulnerable during certain nightmare sequences (Ex- Gradually depleting health). In most such levels, something typically plays with you as many of the themes mess with sight and/or sound (Blurred vision like in P.T.'s red looping hallway with the crazy eyes, music playing in reverse, sound effects distorting, controls not responding accurately, the game messaging you, etc). Any NPC's previously present are replaced by deformed monstrosities reflecting Lady's mental state.
Difficulty- This is set up at the start menu before beginning your playthrough. If enemies, puzzles, or other gameplay aspects are too easy or hard, you can adjust it. Manual saving allows you to reload earlier saves at almost any time, but this can be disabled for conventional checkpoints. Hard mode limits saves, health, and stamina much more while enemies are stronger and timed choices shorter.
Content- Despite its sensationalized/stylized aspects, this is a grounded, mature experience that delves into dark themes: The life & business of prostitution, infidelity, alcoholism, hard drug use, suicide, physical & mental effects of addiction, withdrawal & relapse, rehabilitation, harassment & stalking, emotional & sexual abuse, pedophilia, toxic relationships, violence, and murder. Scenes of sex or other graphic activity would be established or implied, but not explicit to the point of pornography.
Typical death scenes mostly involve Lady blacking out from lack of oxygen (Ex- Being caught & strangled by the stalker or another enemy), but there are more graphic deaths such as being shot, drowned, crushed in an elevator drop, falling from great heights onto rebar, etc. The game won't hold back in unapologetically showing your failures' consequences, emphasizing the need to choose wisely.
Choices- These include timed branching dialogue choices, what path to take in certain levels (often during chases, such as when to hide vs. run), and timed ethical decisions at plot-critical moments.
Survival- Health functions much like in Silent Hill or Resident Evil, signified by a colored "vital signs" graphic viewable in the menu (or, optionally, in a small onscreen hud at either of the bottom screen corners). Changes in weather also affect your body temperature throughout. To avoid losing health and/or stamina during these periods, you must find, exchange, purchase, or steal appropriate clothing along with matches to start fires as needed. Stamina governs running & combat, but is also limited (partially by withdrawal). Overexertion blurs vision and makes you move slower from lack of breath.
Stealth- Sneaking is affected by many ever changing factors throughout, including footstep noise and tracks. Changes in weather impact sneaking like a puzzle in itself (Creaky floors making footsteps louder, water, blood, and snow leaving tracks, lightning giving away your location if you're caught in the flashes, etc). If/when stealth fails and you are caught in the open, you must flee. The mechanics in this mainly take influence from Silent Hill: Shattered Memories, Downpour, and Resident Evil 2's remake.
Chases take some small influence from Shattered Memories. Mastering the environment is crucial, as objects & obstacles can be used to slow your pursuer. Some combat is allowed, but usually not ideal. If caught in a grab, this can stun you or lead to choking animations that drain health. You can't overpower the stalker or other enemies, but can stun them (Throwing objects, swinging a chair or 2x4, exploiting traps, etc). Lastly, collecting a limited number of self-defense items with varying durability (Knife, scissors, glass shard) allows you to instantly escape when grabbed without damage.
Puzzles- Apart from free-roaming environmental puzzles, there are character-driven obstacles in which you must make the right choices in dialogue for your desired outcome. Failing at this usually won't end the game, but will close the door to certain paths while possibly causing new obstacles/dangers to appear. Some choices affect nightmare puzzles too, such as where/when they happen. But the scariest riddles are created by the stalker, showing the depth if his/her obsession.
In specific areas, you discover something he/she constructed from a memory in your past. Ex- One room in a nasty building that's spotlessly clean looks like an exact replica of Lady's childhood home's living room, complete with the same type of couch & TV (emitting static) and mannequins modeled after her parents, matching their likeness down to the smallest details. These life-sized dioramas always have a theme, riddle, plot connection, and a potential clue to the stalker's true identity.
Each one is set up like an escape room that must be completed to progress to the next level, with cameras the stalker uses to watch Lady from an unknown location and some form of message (letter, recording, writing in blood, etc) disguising hints, very much like Jigsaw. Solutions include using one or more key items found throughout the level, items already set up in the room, manipulating lighting, and other activities. Some obstacles are timed once you begin, but there are no death traps if you fail.
Like stealth, combat, and dialogue, puzzles often have multiple possible solutions, allowing some flexibility in players' approach to different situations. Be aware, however, that the solution you implement can potentially affect the ending. Morality factors into some of these as well. Ex- Will you solve a challenge by finding a hidden item, or make it easier to progress by sacrificing someone else? A few hints also come in the form of calls from the mysterious phoner, who sometimes conveys cryptic messages during your dialogues to nudge Lady in a more productive direction.
Plot- An introductory cutscene shows Lady walking down a rainy alley at night, until a shadowy figure appears (This is the silhouette of a gender-neutral enemy with no discernible features, not the stalker you encounter later). She questions who it is and what he/she wants, but gets no reply. As he/she slowly picks up step in their approach, fast-walking with eerie body language, Lady curses at him/her to get away before turning to start running. This cutscene skips ahead in time to begin a stealth tutorial when Lady hides inside a grimy building only for the figure to break in and patrol the area.
He/she calls Lady's name in a low, distorted voice (not the voice the stalker uses). Even if you sneak perfectly though, she is inevitably caught before reaching the exit, after which you complete a combat tutorial by stunning the enemy with a grabbed item of your choice. Succeeding at this leads to Lady escaping by crashing out a window. Falling one story onto the dumpster below, she rolls off to the ground and lands in a dirty puddle. Struggling to stand on an injured ankle, she limps away in audible pain. The initially light rain worsens as she moves deeper into the increasingly labyrinthian alleyways.
Commenting on how she can't make any sense of where she is despite having lived in this city for years, Lady once again hears the pursuer not far behind and has nowhere to go but forward (Every door she tries is locked, and nobody hears her cries for help). The environment around you then starts changing into a nightmare (homaging Harry Mason's walk through town at the beginning of Silent Hill, after the first siren blares): The sky gets darker, the chain-link fences grow rusted, the rain & puddles turn to the color of blood. Items appear in the streets that look out of place (Ex- A spotless chair).
These represent childhood memories that aren't yet understood, but will make sense in story context later via the stalker's puzzles. The music similarly becomes progressively off-key and unnerving. Coming upon a covered corpse, Lady lifts the bloodstained sheet to see the face of her friend Crystal. She screams, limping faster only to reach a wall of interlinked barbed wire blocking her way. A second corpse (suspiciously dressed identically to her) hangs here, strung up by barbed wire in a crucified pose. Shaking with fear, Lady reluctantly looks closer in a brief pause and realizes this body is her.
Panicking, she then turns to see the shadowy figure emerge from the darkness behind her. She makes one last attempt to run, but the path behind them has changed to another dead end. No matter what you do, the enemy eventually catches up and strangles Lady until she blacks out. Waking up gasping for air in bed, she takes a moment to look around the room while feeling her throat. Crystal rushes in, having heard Lady's outburst, and asks if she's all right. Remembering where she is, safe & sound in their crappy shared apartment, she sighs and assures Crystal that she's fine.
Muttering that it must have just been a bad dream, she catches her breath and is offered a drink. Crystal then tells her friend that she's slept all day since they got back from partying last night and they have to start getting ready soon. Their pimp Donny is expecting them for work tonight, and they don't want to piss him off by being late again. Nodding, Lady shakes off fatigue and gets dressed. Checking her neck for bruises in the mirror, she's told to hurry and grabs her purse before following Crystal out the door. They share more dialogue while walking downstairs to Donny's club.
Checking in with him, he sends them on their way outside and Crystal asks Lady to buy her some cigarettes from the convenience store across the street. Accepting this leads to Lady visiting Jerry, who engages in dialogue. Her first moral choice involves whether to buy the cigarettes or steal them and get something she wants. Regardless of how this interaction concludes or whether it occurs at all, time skips again to Lady & Crystal waiting together at their usual spot for the evening's first customers. Their conversation includes the options to discuss where they are in life and/or debate rehabilitation.
Shortly afterward, one of their regulars arrives in his typical inebriated fashion. Buster offers his paycheck for quality time with one of his favorite gals, presenting the next choice: Will you go with him, let Crystal go, or have them both turn Buster away? Either way, the night progresses a couple-few hours until Lady is back on the same street. Spotting a mysterious, yet strangely familiar car passing, Lady scoffs to herself at how this jerk's "window shopped" on & off for weeks now but never gives any business. Unable to see the driver, she has the option to flip him off before taking a break and leaving.
Giving her night's profits to Donny (His reaction and how much he lets you keep is determined by whether you went with Buster), she sits for a minute and is offered another drink. The unseen driver's car enters her peripheral vision again. If you sit too long, Donny chastises you to quit lagging and get back out there. Lady comments that it looks like it will rain tonight, to which he apathetically suggests that she bring a coat or buy an umbrella. Taking whatever she's made thus far, she obeys and exits the club to find Crystal who comments on the outcome of whatever you decided regarding Buster.
Feeling the urge to urinate, but not wanting to go back in and get an earful from Donny, Lady asks her friend to cover for her while she quickly runs off to find a restroom. Crystal's reaction is affected by your decision with Buster, but you are able to leave regardless. Taking off, Lady has options on where to go (Behind the alley, in her & Crystal's favorite local club away from Donny, or the store where you can convince Jerry to let you use the Employees Only restroom around the far back). The next cutscene shows her leaving whichever location you chose only to find that the rain is getting heavier.
This feels eerily similar to her dream, putting her on edge. Eager to get back to Crystal, Lady trudges through the rain but finds her path blocked by a car in the distance. A silhouette wearing a long coat steps out and begins approaching much like the figure from her nightmare. You can offer him/her your money, threaten him with a bluff (despite having no weapons), or offer Lady's "services" in exchange for him/her to get her out of the rain. Either way, the figure continues forward without a word. Frightened, Lady flees into the alleys only to somehow get turned around just like in the dream.
Thus, the chase is on. Running, hiding, and fighting for her life, Lady attempts (and fails) to get help multiple times at different locations while discovering and being forced to solve the stalker's puzzles. However many times she escapes though, this entity inexplicably seems to know where she'll go next, always reappearing later no matter how fast or far she runs as if by teleportation. Her worst fears manifest in every new nightmare & challenge, and some NPC's you meet can become an ally or foe.
This white-knuckle hunt's climax leads to a final puzzle, then a twist reminiscent of Silent Hill 2 or Dead Space wherein everything becomes clear: Lady is insane. Almost nothing she's experienced up to now has been real and she's been running aimlessly around the city, suffering hallucinations and fits of hysteria thanks to withdrawal from substance abuse. In the process, long suppressed memories of her past have boiled to the surface, haunting her to the point of creating dangerous stress on her brain.
Guilt over a past wrong has eaten her up inside for years, a secret even Crystal doesn't know. Everything about her current life has been her way of trying to avoid it. The stalker personifies the core of this repressed trauma, the puzzles & phoner having all been fractured bits of her subconscious pushing progressively vivid memories to the forefront. Now, there's nowhere left to run. After one last confrontation, the stalker's face is revealed. What you do next is the final choice to end Lady's arc.
Endings- This is affected by factors like clues & collectibles found, hidden areas explored, how certain puzzles are solved, specific dialogue choices, moral choices, difficulty level, and how much overall time + effort you put into the game. The more you invest in the journey, the better an ending you will earn:
Ending A- The stalker is revealed as Lady's father, and she remembers how he abused her in childhood. Following her mother's suicide after a long battle with depression, this alcoholic monster took advantage of her repeatedly. Worse, he guilt-tripped her over time into believing it was her own fault. Adding that confessing to anybody would break what was left of their family as well as disappoint her late mom, this all created a deep sense of self-loathing within Lady. The only refuge in this child's life was her aunt Judy, but she could never bring herself to speak out despite clear signs of abuse.
By the time Judy became suspicious enough to call Child Protective Services, Lady had already run away. Hitchhiking from one place to the next, accepting help from more people who took advantage of her, this pattern continued until the child made it to this city. Soon after, she'd meet Crystal and be given shelter, eventually convinced by this already veteran prostitute to join her profession as a means of income. Reasoning that sex for money couldn't be too hard since she already had some "experience", this was the beginning of what would become Lady's new normal. Now, here she is.
All these years later, the guilt instilled by her father's abuse has followed her. He was always with her, even when she couldn't see him. Deep down, some part of her still felt that she deserved it, that she needed someone to punish her for everything she'd done up to now. But that's all over, as Lady chooses to spare the stalker instead of killing him and talks to the specter of her father. With all her strength, she accepts the past while also renouncing him as nothing but a memory. Taking back all the power he ever had over her, she voices aloud that she will never forget but does forgive him.
She forgives not for his sake, but for her own. With that, she can finally move on. Tears of relief fall down Lady's cheeks as she watches the boogeyman disappear and the nightmare fade. Feeling the warmth of the early sunrise, she walks back to her & Crystal's apartment and finds her friend passed out in her bed. Grabbing a couple things, Lady leaves a small goodbye note thanking Crystal for taking her in (pleading that she say nothing to Donny, to buy her some time until she's far away). She then sneaks across the street to the convenience store, making sure nobody from Donny's club sees her.
Seeing how messed up she looks, Jerry immediately reacts with concern but Lady calms him before asking one last favor. After sitting down in the back of the store to talk, he ditches work and sneaks her into his car. Lending her some money for a change of clothes at the nearest shop, Jerry takes her a couple hours out of the city to the only place she wants to go: A rehab center. A few weeks later, Lady completes the program and leaves in much better shape with Jerry waiting outside to congratulate her (having kept in touch with her via scheduled supervised phone calls).
Thanking him with a hug and kiss on the cheek, she requests change for a payphone to call her aunt. Speaking for the first time in years, after so many failed attempts at contact, Judy is relieved to hear Lady's voice and that she wants to come home for a fresh start. Agreeing to pick her up, she makes the trip and arrives another couple hours later. Seeing that Lady looks healthy, she introduces herself to Jerry before breaking down, dropping her purse and pulling her niece in for a mutually emotional embrace. The camera pans out on these three with the sun shining through a haze of clouds.
(Note: If you made choices that resulted in the stalker's figure/voice being female, this exact same ending can transpire with the roles of Lady's mother & father reversed. In other words, the father would've committed suicide while the mother abused her. In either case, Judy's role is the same)
Ending B- Lady kills the stalker, cries in relief, and walks off as the dawn comes. Reuniting with Jerry at the convenience store, she thanks him for always being there for her and expresses how she wants to get help so they can make a fresh start together. However hard a road it may be, she's done with this life. Convinced, Jerry packs a few things before the two exit the store and leave in his car. Holding hands at a stoplight, she reciprocates his supportive smile with a loving kiss. The light turns green, and they ride out of the city under the morning sun, the camera panning out as they cross a bridge.
Ending C- Lady kills the stalker, who is revealed to be Roger. Coming to her senses, she remembers that he followed her after spotting her walking alone in the rain. Recognizing her, he called out multiple times offering to help but she hallucinated him as the shadow from her dreams partially due to the mental effects of withdrawal. Running into a drug den, she was nearly assaulted by three men while a female junkie cheered them on from the background (Two of these four total voices, male & female, were the phoner). Roger intervened to save Lady, but she was in hysterics by that point.
When he kneeled down in attempt to calm her before she hurt herself, she mistook him for one of the would-be-assailants. Following a brief altercation in the pouring rain, she grabbed his gun and pulled the trigger. Initially believing it was self-defense, the unstable Lady slowly realizes what she's done. Crying, heaving, and panicking, she hides the gun in her pocket and loots Roger's wallet before leaving his body in the rain. Hailing a cab, she pays the driver to take her as far outside the city as he can. A couple cabs later, she finds herself in the next town over with night falling once again.
Buying a few things at the nearest store before renting a room at a local motel, she then cuts & dyes her hair to make herself less recognizable before turning on the TV to watch for news of Roger's reported murder. Consumed with regret for having killed a good man that only ever felt sorry for her, Lady takes out his gun again and holds it tightly in both hands while rocking back and forth on the bed. Her choices have not only ruined her life, but now taken another's. She is alone. The camera pans out the window as the poor woman continues crying, showing the motel as more heavy rain falls.
Ending D- Lady kills the stalker, but realizes it was Donny. She then remembers him yelling at her & Crystal before she left that night after overhearing them speaking of rehab. Insisting that Lady was one of his top money makers, he irrationally threatened to hunt her down if she ever tried to leave. Despite Crystal's efforts to cover for her after she left to find a restroom, Donny's paranoia led him to believe she ran away. Striking Crystal in retaliation, he took his car to make good on his promise of hunting Lady. When Lady saw him, however, she hallucinated him as the shadow from her dreams.
Following a final altercation after he caught up to her, she managed to grab his gun. Roger follows the sound and catches Lady with Donny's blood on her hands. Believing her claims of self-defense but bound by law to arrest her regardless, he takes her downtown. Despite him making her case to his superior, she's still charged for prostitution + suspected murder (investigation pending). Sitting in a cell, Lady faces an uncertain future but is adamant about being done with the streets. Slowly raising her tear-stained eyes with runny makeup, she stares at the camera closing in until it fades to black.
Ending E- Lady and the stalker kill each other. The nightmare then flashes to reality, and Lady's revealed to have overdosed that night after doing drugs with a customer who then abandoned her. The whole game was her brain's swan song before shutting down (The phoner's voices being from specific NPC's she met). Her body's found in a puddle by Roger the next morning. Shaking his head in sadness with a sigh, he reports yet another case of an all too familiar story. The camera closes in on Lady's lifeless face, one tear shown dripping amidst the water on her corpse, before fading to black.
Ending F (Secret Ending)- Lady kills the stalker before waking up in her bed in a very similar manner to the beginning of the game. Crystal similarly walks in to investigate the noise and comforts her friend, chuckling that she found Lady passed out at their favorite local club last night after she'd left to find a restroom. It turns out that the stalker's face & voice were a manifestation of the bartender (The phoner's voices were certain patrons sitting in the bar with her). While she was lost in her intoxicated nightmare, Crystal brought her home and talked Donny down from taking his anger out on her.
He was apparently pissed that she ran off before finishing work last night, and they're both expected to make up for it. Lady sighs in relief, taking something for her hangover before Crystal tells her that they have to start getting ready for their shift tonight. Going through the same montage of getting dressed and checking herself in the mirror, she prepares to follow Crystal out. She briefly turns back with a look of uncertainty & regret, wondering if she still wants this life. When Crystal asks what's wrong while waiting, Lady snaps out of it and replies "... Nothing..." before closing her bedroom door.
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